RealityKit Rendering Materials
Quick Start
- Confirm the issue is visual: mesh display, material assignment, camera projection, lighting, shadows, post-processing, splats, decals, LOD, occlusion, or probes.
- Load the narrowest rendering reference that matches the feature.
- Route ShaderGraph or USDA material graph editing to
shadergraph-editor. - Route local USD stage rendering through
realitykit-visionos-developer; route USD authoring tousd-editor. - Validate on device or simulator with concrete visual checks, because many rendering issues are asset-, lighting-, or hardware-dependent.
Load References When
| Reference | When to Use |
|---|---|
| references/modelcomponent.md | Render meshes and assign RealityKit materials. |
| references/modeldebugoptionscomponent.md | Inspect or debug model rendering output. |
| references/meshinstancescomponent.md | Reuse mesh instances efficiently. |
| references/modelsortgroupcomponent.md | Control model sorting for transparent or layered content. |
| references/opacitycomponent.md | Control entity opacity. |
| references/adaptiveresolutioncomponent.md | Manage adaptive resolution. |
| references/levelofdetailcomponent.md | Select content by distance or detail tier. |
| references/occlusioncullingcomponent.md | Reduce render work for hidden content. |
| references/gaussiansplatcomponent.md | Render Gaussian splat captures. |
| references/physicallybaseddecalcomponent.md | Project physically based decals onto geometry. |
| references/clippingcomponent.md | Clip rendered geometry against bounds. |
| references/tonemappingcomponent.md and references/bloomcomponent.md | Tune tone mapping and bloom post-processing. |
| references/pointlightcomponent.md, references/directionallightcomponent.md, references/spotlightcomponent.md | Add or debug direct lights. |
| references/imagebasedlightcomponent.md and references/imagebasedlightreceivercomponent.md | Configure image-based lighting and receivers. |
| references/groundingshadowcomponent.md, references/dynamiclightshadowcomponent.md, references/render-layers-and-shadows.md | Tune grounding shadows, dynamic shadows, render layers, and per-light masks. |
| references/environmentlightingconfigurationcomponent.md, references/virtualenvironmentprobecomponent.md, references/lightmaps-and-probes.md | Configure environment lighting, virtual probes, baked lightmaps, and diffuse probes. |
| references/perspectivecameracomponent.md, references/orthographiccameracomponent.md, references/projectivetransformcameracomponent.md | Work with RealityKit cameras and projection. |
Cross-Routing
- Use
realitykit-visionos-developerfor entity loading, input, attachments, anchoring, portals, synchronization, and localUSDStageComponent. - Use
realitykit-animation-physicswhen the visual issue is caused by animation, blendshape, particle, cloth, collision, or physics state. - Use
realitykit-ecs-systemswhen rendering state is driven by a custom component or per-frame system. - Use
shadergraph-editorfor material graph source edits.
Guardrails
- Treat visionOS 27 rendering additions as beta API; re-verify symbols against the installed SDK before shipping.
- Keep expensive material, mesh, and texture loading asynchronous.
- Validate visual changes with screenshots or simulator/device inspection when possible.
- Prefer documented RealityKit components before custom draw or update logic.
Output Expectations
Provide:
- the rendering category
- which rendering reference files were used
- the chosen component or asset path
- the visual/performance constraint
- the next screenshot, simulator, or device validation step